rsc | Experimental Scala compiler focused on compilation speed | Compiler library
kandi X-RAY | rsc Summary
kandi X-RAY | rsc Summary
Reasonable Scala compiler (also known as Rsc) is an experimental Scala compiler focused on compilation speed. This project is developed by the Language Tools team at Twitter. Rsc is not a fork, but a reimplementation of the Scala compiler. We believe that a performance-oriented rewrite will provide a unique perspective on compilation costs introduced by various Scala features and idioms - something that is currently very hard to quantify in existing compilers. With Rsc, our mission is to complement official compilers and assist with their evolution through our experiments. We are aiming to discover actionable insight into Scala compiler architecture and language design that will help compiler developers at Lightbend and EPFL to optimize their compilers for the benefit of the entire Scala community.
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Trending Discussions on rsc
QUESTION
I heard from someone that these commands would increase performance in Windows 10 so i put them in a .bat file and ran them but they made it drastically worse and if anyone knows how to revert the changes i'd appreciate it a lot. Commands below.
Command 1
...ANSWER
Answered 2021-Jun-07 at 18:56This should reset all values set from the script number 2:
QUESTION
I followed the documentation where I added the webApplicationInfo inside manifest.json to include RSC permissions. However, I still do not receive any message activity when the bot is not mentioned in the message.
...ANSWER
Answered 2021-Jun-03 at 10:47In teams channel to send messages to bot you need to @mention the Botname. It is by design.
QUESTION
After watching videos and reading the documentation on DXR and DX12, I'm still not sure how to manage resources for DX12 raytracing (DXR).
There is quite a difference between rasterizing and raytracing in terms of resource management, the main difference being that rasterizing has a lot of temporal resources that can be bound on the fly, and raytracing being in need of all resources being ready to go at the time of casting rays. The reason is obvious, a ray can hit anything in the whole scene, so we need to have every shader, every texture, every heap ready and filled with data before we cast a single ray.
So far so good.
My first test was adding all resources to a single heap - based on some DXR tutorials. The problem with this approach arises with objects having the same shaders but different textures. I defined 1 shader root signature for my single hit group, which I had to prepare before raytracing. But when creating a root signature, we have to exactly tell which position in the heap corresponds to the SRV where the texture is located. Since there are many textures with different positions in the heap, I would need to create 1 root signature per object with different textures. This of course is not preferred, since based on documentation and common sense, we should keep the root signature amount as small as possible. Therefore, I discarded this test.
My second approach was creating a descriptor heap per object, which contained all local descriptors for this particular object (Textures, Constants etc..). The global resources = TLAS (Top Level Acceleration Structure), and the output and camera constant buffer were kept global in a separate heap. In this approach, I think I misunderstood the documentation by thinking I can add multiple heaps to a root signature. As I'm writing this post, I could not find a way of adding 2 separate heaps to a single root signature. If this is possible, I would love to know how, so any help is appreciated.
Here the code I'm usign for my root signature (using dx12 helpers):
...ANSWER
Answered 2021-Jan-20 at 10:23Dynamic indexing of HLSL 5.1 might be the solution to this issue.
https://docs.microsoft.com/en-us/windows/win32/direct3d12/dynamic-indexing-using-hlsl-5-1
- With dynamic indexing, we can create one heap containing all materials and use an index per object that will be used in the shader to take the correct material at run time
- Therefore, we do not need multiple heaps of the same type, since it's not possible anyway. Only 1 heap per heap type is allowed at the same time
QUESTION
I have been looking for a way to export a JAR file from my project that manages to always play the sound files no matter where it is located. For this I wrote the following code that returns an exact path to the file.
...ANSWER
Answered 2021-Apr-19 at 11:55The solution with stackoverflow.com/tags/javasound/info worked for me, thank you very much!
QUESTION
I want to filter the exported output values of this command aws cloudformation list-exports
using jq or query.
Example of Data:
...ANSWER
Answered 2021-Apr-07 at 17:03We can easily do with native --query
aws cloudformation list-exports --query "Exports[?Name=='ThisIsNameOfExport'].Value" --output text
QUESTION
I changed the path from my mariaDB data files to /mnt/datosDRBD/mariaDB
...ANSWER
Answered 2021-Mar-31 at 11:08OK, I solved it, changing the resource in pacemaker.
QUESTION
I have serialized avro data using the following serializer.
...ANSWER
Answered 2021-Mar-12 at 12:04The problem existed because I tried using the GenericRecord class to produce the schema. I wasn't passing the schema I used initially to encode the data. After passing the schema I was able to retrieve the data.
QUESTION
As in RSC the React code will be on the server-side for various reasons mentioned HERE
I wonder if there is a way we can leverage the lifecycle and fetching APIs after the mounting point (For example update Or useEffects).
...ANSWER
Answered 2021-Mar-02 at 19:53No.
Server Components: As a general rule, Server Components run once per request on the server, so they don’t have state and can’t use features that only exist on the client. Specifically, Server Components:
- ❌ May not use state, because they execute (conceptually) only once per request, on the server. So useState() and useReducer() are not supported.
- ❌ May not use rendering lifecycle (effects). So useEffect() and useLayoutEffect() are not supported.
- ❌ May not use browser-only APIs such as the DOM (unless you polyfill them on the server).
- ❌ May not use custom hooks that depend on state or effects, or utility functions that depend on browser-only APIs.
- ✅ May use server-only data sources such as databases, internal (micro)services, filesystems, etc.
- ✅ May render other Server Components, native elements (div, span, etc), or Client Components.
Server Hooks/Utilities: Developers may also create custom hooks or utility libraries that are designed for the server. All of the rules for Server Components apply. For example, one use-case for server hooks is to provide helpers for accessing server-side data sources.
QUESTION
I am not sure if my database design is good for this tricky case and I also ask for help how the query for this could look like.
I plan a query with the following table:
...ANSWER
Answered 2021-Feb-16 at 02:57You'll have to represent the data in a normalized fashion. I'll do it in a WITH
clause, but it would be better to store the data in this fashion to begin with.
QUESTION
I'm learning the basics of Armv8 and am confused as to what category the shifting operations fall into.
Data processing instructions include:
AND, EOR, SUB, RSB, ADD, ADC, SBC, RSC, TST, TEQ, CMP, CMN, ORR, MOV, BIC & MVN.
Branch processes:
B, BL
Transfer processes:
STR, STRB, LDR & LDRB
I wasn't able to figure out which category the LSL, LSR, ASR & ROR instructions fall into. I'm assuming it's not the multiply category but I guess that would make sense if it were since shifting is the same as multiplying by a power of two?
...ANSWER
Answered 2021-Feb-14 at 06:38The documentation lists them as Data Processing operations, not in the list at the top but when you dig into the descriptions of the Data Processing operation groups it has them listed there. For aarch32 I think they were simply mov instructions with a shifter operand, for aarch64 I am not sure if they are their own thing or just a pseudo instruction for mov.
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